Mercurial > hg > early-roguelike
annotate srogue/weapons.c @ 96:9fb343307b6b
Fix some 'test' failures when running 'make install'.
When shell variables are unexpectedly empty, 'test' gets the wrong
number of arguments and becomes unhappy. Logical AND should not be
done with 'test EXPR1 -a EXPR2' in such cases, because 'test' logic
does not short-circuit. Replace with 'test EXPR1 && test EXPR2'.
Shell logic does short-circuit, and if the first test invocation
fails, the second will never occur, and will never encounter missing
arguments.
author | John "Elwin" Edwards |
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date | Tue, 27 Aug 2013 22:54:28 -0700 |
parents | 2128c7dc8a40 |
children | 94a0d9dd5ce1 |
rev | line source |
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36
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1 /* |
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2 * Functions for dealing with weapons |
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3 * |
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4 * @(#)weapons.c 9.0 (rdk) 7/17/84 |
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5 * |
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6 * Super-Rogue |
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7 * Copyright (C) 1984 Robert D. Kindelberger |
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8 * All rights reserved. |
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9 * |
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10 * Based on "Rogue: Exploring the Dungeons of Doom" |
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11 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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12 * All rights reserved. |
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13 * |
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14 * See the file LICENSE.TXT for full copyright and licensing information. |
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15 */ |
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16 |
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17 #include <ctype.h> |
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18 #include "rogue.h" |
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19 #include "rogue.ext" |
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20 |
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21 /* |
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22 * missile: |
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23 * Fire a missile in a given direction |
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24 */ |
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25 missile(ydelta, xdelta) |
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26 int ydelta, xdelta; |
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27 { |
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28 reg struct object *obj, *nowwield; |
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29 reg struct linked_list *item, *nitem; |
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30 |
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31 /* |
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32 * Get which thing we are hurling |
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33 */ |
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34 nowwield = cur_weapon; /* must save current weap */ |
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35 if ((item = get_item("throw", WEAPON)) == NULL) |
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36 return; |
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37 obj = OBJPTR(item); |
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38 if (!dropcheck(obj) || is_current(obj)) |
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39 return; |
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40 if (obj == nowwield || obj->o_type != WEAPON) { |
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41 reg int c; |
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42 |
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43 msg("Do you want to throw that %s? (y or n)",obj->o_typname); |
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44 do { |
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45 c = readchar(); |
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46 if (isupper(c)) |
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47 c = tolower(c); |
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48 if (c == ESCAPE || c == 'n') { |
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49 msg(""); |
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50 cur_weapon = nowwield; |
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51 after = FALSE; /* ooops, a mistake */ |
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52 return; |
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53 } |
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54 } while (c != 'y'); /* keep looking for good ans */ |
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55 } |
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56 /* |
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57 * Get rid of the thing. If it is a non-multiple item object, or |
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58 * if it is the last thing, just drop it. Otherwise, create a new |
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59 * item with a count of one. |
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60 */ |
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61 if (obj->o_count < 2) { |
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62 detach(pack, item); |
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63 } |
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64 else { |
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65 obj->o_count--; |
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66 obj->o_vol = itemvol(obj); |
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67 nitem = new_item(sizeof *obj); |
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68 obj = OBJPTR(nitem); |
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69 *obj = *(OBJPTR(item)); |
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70 obj->o_count = 1; |
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71 obj->o_vol = itemvol(obj); |
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72 item = nitem; |
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73 } |
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74 updpack(); /* new pack weight */ |
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75 do_motion(obj, ydelta, xdelta); |
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76 if (!isalpha(mvwinch(mw, obj->o_pos.y, obj->o_pos.x)) |
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77 || !hit_monster(&obj->o_pos, obj)) |
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78 fall(item, TRUE); |
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79 mvwaddch(cw, hero.y, hero.x, PLAYER); |
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80 } |
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81 |
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82 /* |
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83 * do the actual motion on the screen done by an object traveling |
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84 * across the room |
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85 */ |
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86 do_motion(obj, ydelta, xdelta) |
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87 struct object *obj; |
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88 int ydelta, xdelta; |
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89 { |
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90 reg int ch, y, x; |
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91 |
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92 obj->o_pos = hero; |
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93 while (1) { |
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94 y = obj->o_pos.y; |
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95 x = obj->o_pos.x; |
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96 if (!ce(obj->o_pos, hero) && cansee(unc(obj->o_pos)) && |
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97 mvwinch(cw, y, x) != ' ') |
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98 mvwaddch(cw, y, x, show(y, x)); |
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99 /* |
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100 * Get the new position |
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101 */ |
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102 obj->o_pos.y += ydelta; |
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103 obj->o_pos.x += xdelta; |
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104 y = obj->o_pos.y; |
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105 x = obj->o_pos.x; |